Animation Baker \ Animation Baker Pro

What Animation Baker does?
Animation Baker helps you to convert animations retargeted by Mecanim into Unity legacy animations. I.e. you can retarget any animations from some humanoid characters onto your character through Mecanim as usual and bake resultant animation into Unity *.anim file in order to use it with legacy animation system.

Video tutorial.
PDF tutorial.
Asset Store link.

Update 1.1:

  • Added dialog for resetting current loaded dump file when pressing button “Load dump”.

Update 1.15:

  • Dump files and *.anim files now saves to custom folders for each character in AnimationDump and UnityAnimations folders respectively.

  • Fixed null reference exception when trying to play preview of removed dump file.

  • Added couple preventions of exceptions.

Update 1.5:
Main changes:

  • From now Animation Baker works in its own window.

  • Batch mode added, now you can bake any number of animations for any number of characters without unnecessarily set up animation for each character each time.

Update 1.52

  • added support of Scene Motion Capture

Update 1.54

  • Added other interpolation method for rotation curves that prevents wrong interpolation of rotation of the bones that could happen in some cases.

  • Fixed problem of referencing to UnityEditor.dll when making a build.

Update 1.55

  • Simplified process of adding characters and animation clips into AnimationBaker window.

Now you can just select desired characters/animation clips and click on area inside AB window instead of creating individual slot for each character/animation clip.

Update 1.57

  • Fixed problem with ignoring rotation constraints for root bone

  • Fixed double loading of preferences when switch to play mode while AB window is opened

  • Root constraints now enabled by default as it fit for most cases

Update 1.58

  • Fixed error of Quaternion to Matrix conversion that could happen in combination of specific animation clips and characters

Update 1.59

  • Fixed issue with changing of recording sample rate

Update 1.6

  • Added ability to add a prefix to the name of created clip

Update 1.6.2

  • Supports Unity 5
  • Animation clip for Unity 5 can be marked as “Legacy” or “Generic”
  • Frame rate now saves with preferences

Update 1.6.5

  • “Clear” button added to animations list and characters list to clear respective list
  • Search field added to both lists. It helps quickly and easy find desired item in list by selecting it in the project view or by entering name directly into search field
  • Labels with animation names now are selectable, so if animation name is too long - it can be scrolled by selecting label’s text

Animation Baker Pro v1.1 released
Animation Baker Pro provides packet conversion of humanoid animation clips into legacy or generic clips.
I.e. you can retarget any humanoid animation onto any humanoid character and produce new animation clip native to character’s skeleton.
Pro version has immediate conversion function instead of realtime recording in free version of Animation Baker. Speed of conversion depends on power of your hardware so it is a lot faster and greatly saves the time. Also Pro version allows to create prefabs with characters and automatically adds created animation clips to it.
Free assets already included.

Demo

2 Likes

This is fantastic … definitely on my to buy list.

1 Like

great

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great work

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Absolutly GREAT… This is Retargeting for Legacy. Well worth this (very low) price.
Thanks a lot. :sunglasses:

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the author did hit the ball cleanly out of the park with this asset!

one of those rare assets that everybody must have!

the only thing missing is a batch mode…

1 Like

-instant buy
clearly documented and easy to work with, a lifesaver! +1 for batch mode

1 Like

Thanks to all for replying, good ideas about batch mode and dedicated folder for each character taken into account. I will make it as soon as possible.

added to wish list, can’t wait to have it on my hand
bought, and +1 for Batch mode

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Very good idea…
6R

sweet!

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Does animation baker need to to be in all my projects to use the animations if i transfer character to another project?

Hi,

no, you don’t need to put AnimationBaker into each your project, you can bake your animation and copy resultant clip into another project to play it on the same character for which you baked that clip, even not for same character but the character with same skeleton( with same bone names).

Hey,

we have bought AB and we are trying to bake an animation, but we are getting a unity exception “Could’t create asset file!” on CreateAsset() when trying to create the .anim file.

Any ideas on what we might be doing wrong?

Thanks for your great extension!

EDIT: I found out that this error was thrown because we have moved the AB folder to another subfolder inside Assets. When we would declare a new absolute path for our exports, the error would be thrown.

Update 1.5:
Main changes:

  • From now Animation Baker works in its own window.

  • Batch mode added, now you can bake any number of animations for any number of characters without unnecessarily set up animation for each character each time.

Great job. Thanks for the release. :sunglasses:

Ok, so is there any way that this could save the retargeted animations as FBX? Cause that would just blow my mind…

Hello,

Unfortunately this is not possible now, but i thinking about making extension to base AB functionality and maybe some useful things like that i will be able to include.

Just getting used to this asset, and it seems on most part to work quite well. I do however seem to be having some problems with some animations. For example. When I bake a crouch animation (crouch move forward) for example, when the animation is played on the Legacy character, the character is in air somewhat. The crouch death, the character is also in the air. No problem with standing animations, just others like crouch and prone. They all animate about .5 up on the Y axis. All models are set to zero on all three axis before I start any project. Is there a setting I need to change? Any suggestions would be appreciated. Thankx

Hi,

Do you use root constraints for your animation? If not, then try to enable root constraints and set constraints for all axes of all sections( positions,rotations,scale ) excepting only Y axis of positions, it should help. If it’s not help(maybe in case when translation of the character implement actually by non-root bone) then you always can bake all positions for all bones (set flag positions in the “Baking options” section) and after baking set zero values for curves that responsible for x and z axes of root bone translation through animation editor of Unity, this is takes only a minute.